#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Linq; using OpenRA.Mods.Common.Activities; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { sealed class AutoCrusherInfo : PausableConditionalTraitInfo, Requires { [Desc("Maximum range to scan for targets.")] public readonly WDist ScanRadius = WDist.FromCells(5); [Desc("The minimal amount of ticks to wait between scanning for targets.")] public readonly int MinimumScanTimeInterval = 10; [Desc("The maximal amount of ticks to wait between scanning for targets.")] public readonly int MaximumScanTimeInterval = 15; [Desc("The crush class(es) that can be automatically crushed.")] public readonly BitSet CrushClasses = default; [Desc("Player relationships the owner of the actor needs to get targeted.")] public readonly PlayerRelationship TargetRelationships = PlayerRelationship.Ally | PlayerRelationship.Neutral | PlayerRelationship.Enemy; public override object Create(ActorInitializer init) { return new AutoCrusher(init.Self, this); } } sealed class AutoCrusher : ConditionalTrait, INotifyIdle { int nextScanTime; readonly IMoveInfo moveInfo; readonly bool isAircraft; readonly bool ignoresDisguise; readonly IMove move; public AutoCrusher(Actor self, AutoCrusherInfo info) : base(info) { move = self.Trait(); moveInfo = self.Info.TraitInfo(); isAircraft = move is Aircraft; ignoresDisguise = self.Info.HasTraitInfo(); } void INotifyIdle.TickIdle(Actor self) { if (IsTraitDisabled || nextScanTime-- > 0) return; var crushableActor = self.World.FindActorsInCircle(self.CenterPosition, Info.ScanRadius) .Where(a => IsValidCrushTarget(self, a)) .ClosestToWithPathFrom(self); // TODO: Make it use shortest pathfinding distance instead if (crushableActor == null) return; if (isAircraft) self.QueueActivity(new Land(self, Target.FromActor(crushableActor), targetLineColor: moveInfo.GetTargetLineColor())); else self.QueueActivity(move.MoveTo(crushableActor.Location, targetLineColor: moveInfo.GetTargetLineColor())); nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval); } bool IsValidCrushTarget(Actor self, Actor target) { if (target == self || target.IsDead || !target.IsInWorld || self.Location == target.Location || !target.IsAtGroundLevel()) return false; var targetRelationship = self.Owner.RelationshipWith(target.Owner); var effectiveOwner = target.EffectiveOwner?.Owner; if (effectiveOwner != null && !ignoresDisguise && targetRelationship != PlayerRelationship.Ally) { // Check effective relationships if the target is disguised and we cannot see through the disguise. (By ignoring it or by being an ally.) if (!Info.TargetRelationships.HasRelationship(self.Owner.RelationshipWith(effectiveOwner))) return false; } else if (!Info.TargetRelationships.HasRelationship(targetRelationship)) return false; if (target.TraitsImplementing().Any(c => !c.IsTraitDisabled && !c.IsVisible(target, self.Owner))) return false; return target.TraitsImplementing().Any(c => c.CrushableBy(target, self, Info.CrushClasses)); } protected override void TraitEnabled(Actor self) { nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval); } } }